Occultist (Intelligence) (5A)

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An Exemplar subclass.

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3rd Level: Focus Ability

Your Focus Ability is Intelligence. You are proficient in Intelligence and Wisdom saving throws.

3rd Level: Occultist Proficiencies

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3rd Level: Occultist Identification

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3rd Level: Occultist Tricks

You can choose these tricks only available to Occultists.

  • Create Instability. When you hit an enemy with an attack, you can use this trick to create an instability in the creature. The target must make an Intelligence saving throw, or it suffers disadvantage on all saving throws until the start of your next turn.
  • Create Opening. When you hit an enemy with an attack, you can use this trick to create an opening. The target must make an Intelligence saving throw, or all attacks against the creature have advantage until the start of your next turn.
  • Create Weakness. When you hit an enemy with an attack, you can use this trick to create a vulnerability or weaken a resistance in the target for the next minute. The target must make a Constitution saving throw. If it fails, choose one damage type. If the creature lacks resistance or immunity to the chosen damage type, it gets vulnerability to this damage. If it has resistance to this damage, it loses that resistance. The effect ends at the start of your next turn.
  • Find Opportunity. Choose a creature you see and an immediate objective towards that creature, such as defeating, escaping, bypassing, or befriending it. You learn an action that (in the GM's estimation) would be a good way of achieving this immediate goal, and if you follow this advice, you have advantage on attack rolls or ability checks to focus this out until the start of your next turn. You can use Find Opportunity on behalf of another, in which case they get the advantage instead of you as long as they follow the recommended course of action. The suggested action is always something that can be done or at least started within the next round, but not necessarily something you are good at or eager to do.
How to Play Find Opportunity

The actions proposed by Find Opportunity are usually straightforward, geared towards exploiting an enemy's weakness. Find Opportunity plays on individual quirks in the target making the proposed action easier than similar actions done another way. Sometimes the suggested actions may require special equipment or be humiliating, you and allies might be unable or unwilling to follow such advice, but it is still a useful clue.

  • A Troll guarding a bridge might be bypassed by swimming the river.
  • Freeing prisoners from a chaotic band of orcs might be facilitated by pretending to be slaves.
  • Bypassing an ogre might be done by bribing it with food.
  • Befriending the leader of a band of elves might be done by showing interest in the intricate leather-work of his quiver.
  • Hitting a dragon might be best done by attacking the wings.
  • Escaping capture by a goblin chief might be done by embarrassing toadying.

It is important to note that the DM should not tell the players what to do. Find Opportunity should not lay out what to do, only how. That is why the objective given in Find Opportunity needs to be specific. The players should set their own objectives. Even if the plan is just to charge, then Find Opportunity can give them final details on how to make that plan work.

Another aspect of Find Opportunity is that it allows the GM to flesh out the opposition. If Find Opportunity recommends befriending a dwarf king by crawling on all fours, it is a clue to the king's sensitivity on stature.

3rd Level: Spellcasting

When you reach 3rd level, you augment your skills with the ability to cast spells.

Occultist Spellcasting
Exemplar
Level
Cantrips
Known
Spells
Known
Spells per Day
1 2 3 4
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spell List

Your spell list consist of selected schools of magic from the wizard spell list. Choose three schools of magic. You can prepare and cast wizard spells from your chosen schools. You can also use scrolls of these spells.

Cantrips

You learn two cantrips of your choice from your spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Occultist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from your spell list. The Spells Known column of the Occultist Spellcasting table shows when you learn more spells of 1st level or higher from your spell list. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list.

Spellcasting Ability

Intelligence is your spellcasting ability for your occultist spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier (same as your trick save ability)

Spell attack modifier = your proficiency bonus + your Intelligence modifier

6th Level: Occultist Dice

When you spend an Exemplar Die on an action to interact with, harm, observe, or defend against a creature, you learn additional information about the target. Read the Exemplar Die and learn information as given below.

  1. What attacks the creature has and the damage each attack.
  2. What Armor Class the creature has, any reactions it can use, and what saving throws it is proficient in.
  3. What spells the target knows (if any). In the case of creatures that prepare spells, you learn what spell lists they can pick spells from.
  4. What skills the target knows.
  5. The target's point of origin, native terrain, and what languages it speaks (if any).
  6. On a result of six or more, you get to chose what information you learn.

10th Level: XXX

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14th Level: XXX

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